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The Smile Park

  • 3d
  • first-person
  • horror
  • exploration
  • survival
  • low-poly
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. wally w built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Smile Park yet. Play it, then tell wally w what you would add next.

Make your own game

The Smile Park was built by wally w with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix The Smile Park opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for The Smile Park

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a dark first-person 3D horror exploration game titled “The Smile Park,” set in an abandoned amusement park after closing at night. Use a perspective FPS camera with a small circular crosshair centered on screen. The player begins near the southern end of a long, narrow fenced park area, at approximately ground level, and can move with WASD or a touch joystick, look by dragging/mouse, jump, and interact with E or a screen tap. Add a flashlight attached to the camera, aimed forward in a narrow cone; it should be toggleable with F or the large bottom-right FLASHLIGHT button. The flashlight starts at 100% battery and drains slowly only while switched on, displaying “FLASHLIGHT [percentage]%” at the top right; when depleted it automatically turns off. Keep the scene very dark, with a near-black blue-green background, exponential fog, sparse cool moonlight, and a dim reddish park glow in the distance. The flashlight should reveal nearby objects while much of the park remains obscured in darkness.

Build a simple enclosed park layout: a large dark ground plane, a long reddish-brown cracked-looking path down the center, tall dark boundary walls/fences on the left and right, a back wall at the far end, and a few low obstacles along the path. Place stylized low-poly amusement-park/graveyard-kit scenery visible in the darkness: a park entrance structure at the far north end, a broken ride entrance on the left side, two lantern props around the distant path, and several scattered tall rock props along both sides. Place a service gate across/near the center of the path, initially locked. Place a visibly glowing/metallic brass key slightly left of the path in front of the gate; model it as a small gold brass ring with a short stem, hovering around waist/chest height and slowly rotating/bobbing.

The game opens with a full-screen title/start overlay rather than immediately playable. Use a dark radial-gradient overlay and a centered card with the title “THE SMILE PARK,” with “SMILE” accented pink/red, and text: “CHAPTER 1 — AFTER CLOSING” followed by “The gates were locked for twelve years. Tonight, the lights came back on. Find the brass key, open the service gate, and do not follow the laughter.” Include an ENTER THE PARK button. Starting the game hides this card, begins the first-person controls, requests pointer lock where available, and starts an eerie sound if audio is supported.

Show a minimal HUD during play: top-left “OBJECTIVE: FIND THE BRASS KEY” in pale gray-blue uppercase text, top-right flashlight percentage in warm yellow, a tiny centered circular crosshair, contextual interaction messages near the lower center, and a bottom-right flashlight toggle button. On desktop, include a small lower-left hint reading “WASD / touch joystick · drag to look · E or tap INTERACT.”

Implement this exact progression. Initially the objective is “Objective: Find the brass key.” When the player comes within interaction distance of the key, show “TAP / E TO TAKE THE BRASS KEY”; pressing E or tapping/clicking collects it, hides the key, briefly displays “Brass key collected,” and changes the objective to “Objective: Unlock the service gate.” When near the gate, display “LOCKED SERVICE GATE.” Interacting before collecting the key displays “Locked — the brass key might fit.” After the key has been collected, interacting near the gate rotates/opens it, displays “The lock turns by itself…” briefly, and changes the objective to “Objective: Follow the laughter.” Once opened, the player can proceed deeper north into the dark area; when far enough north, display “The laughter is coming from the dark…”.

Add a hostile animated low-poly humanoid monster called the Grinning Caretaker, initially standing near the far end of the park beyond the gate, facing back toward the player, with an idle animation. Once the gate is opened or the player has moved sufficiently forward into the park, it actively pursues the player at a slow speed, turning toward the player; make it move faster when close. If it reaches the player within roughly one body-length, end the game: show “THE CARETAKER FOUND YOU · PRESS R TO RESTART” near the bottom and change the objective to “Chapter 1 failed.” While playing, interaction and movement stop after game over; pressing R reloads/restarts the game. Do not add combat, inventory, score, lives, additional enemies, extra levels, or invented mechanics. Use a restrained low-poly asset aesthetic, strong darkness/fog, warm brass/key and flashlight highlights, cool moonlight, and a tense abandoned amusement-park atmosphere.

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